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Rage Racer
PORTSNATIVE

Rage Racer

PORT NATIVOCARRERAS / VELOCIDADWINDOWSALPHA

Rage Racer

TecnologíaDescompilación y Reconstrucción en C/C++

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Rage Racer es un videojuego de carreras desarrollado y publicado por Namco para PlayStation. Es el tercer título de la serie Ridge Racer. Se lanzó en Japón el 3 de diciembre de 1996, con lanzamientos en los Estados Unidos y Europa en 1997. Fue el primer juego de la serie en presentar una introducción animada CGI e introdujo una nueva "mascota", Reiko Nagase.

2 versiones de Rage Racer

Estás viendo: Rage Racer

Rage Racergithub.com/khasinski/rage-racer-decomp
Windows
Actual
Rage Racer PCgithub.com/khasinski/rage-racer-pc
Windows
Linux
macOS
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Rage Racer Decompilation

functions code

A byte-exact source reconstruction of the PAL PlayStation release of Rage Racer, target SCES-006.50, plus byte-exact USA and Japanese regional builds that reuse the PAL C wherever the compiler output translates directly, and a byte-exact pre-release Demo build decompiled largely on its own terms.

This repository is source-only. It does not contain disc images, extracted game assets, CDDA/XA data, Sony PSYQ SDK files, compiler binaries, generated split output, local post-build rewrite passes, or decompilation scratch work. Contributors must provide their own legally obtained copy of the game and local toolchains.

Targets

VersionExecutableSHA-1Entry PCLoads at
PALSCES_006.502913e15648eddef40821c5f666460abc04155ee60x800630B40x80010000
USASLUS_004.032661e8bf18d209c98fd70d33e18ab88b10abd52b0x80062DC40x80010000
Japan v1.0SLPS_006.00f0ca386e1c7b2c5961b8c2a53cc751a83ae0d4060x800629100x80010000
Japan v1.1SLPS_006.00bfa7a4cf466480133c10845eae632a0c4e1223600x800629F80x80010000
Demo One v5 (27 Feb 1997)RAGE.EXE6e706fd58000734707b2fe793161e5cc1ada7bed0x80069EB80x80018000

PAL and USA have a 0x8B000-byte payload; the two Japanese executables have 0x8A800 bytes; the pre-release Demo has 0x8A000 bytes and loads 0x8000 bytes higher than every retail build.

Progress

Executable matching is complete for every target above, each build byte-identical to its retail SHA-1. The table below is PAL, the primary target; see make report progress VERSION=<region> for another build's own numbers.

ScopeFunctionsCode bytesData bytes
Game code704 / 704 (100.00%)100.00%99.88%
PsyQ libraries496 / 496 (100.00%)100.00%4.18%
Whole executable1200 / 1200 (100.00%)100.00%99.82%

The table comes from objdiff comparisons against objects reconstructed from the retail executable. Remaining data percentage is unpaired padding or unnamed table data, not a difference in the linked image; BSS matching measures layout only.

Matching does not imply complete C decompilation. The PAL report also exposes this separate partition of the same units:

Source formUnitsCode bytes in these units
C units (header intrinsics allowed)247214012
C units with inline ASM or compiler constraints96189684
Units with retained ASM or raw opcodes2119724
Extracted data and BSS layout250

complete marks a C unit without included assembly or raw opcode arrays (inline instructions, header intrinsics, register pins and barriers are permitted). A mixed C/ASM unit counts entirely under retained assembly, so these are unit counts, not an instruction-level C percentage. See reporting policy.

The regional targets have complete source coverage: every translation unit is either unchanged PAL C, a region-specific C file, or reconstructed GTE/COP2, MDEC, or startup assembly via HANDWRITTEN_ASM (not counted as completed C; handwritten origin is inferred from instruction idioms, not the macro name). make port VERSION=<region> bootstraps a new region from PAL and rejects any gap or overlap in the text range; selection and coverage totals for an already-ported region live in configs/<version>/portable_text.json.

TargetSource-covered textCoverageReused PAL C units
USA422988 / 422988 bytes100%328 / 360
Japan v1.0422316 / 422316 bytes100%314 / 359
Japan v1.1422544 / 422544 bytes100%319 / 359

The pre-release Demo predates most of the above by months and diverges from PAL far more than any retail region does, so it isn't a PAL port in this same sense: no asm-only segment remains anywhere in configs/DEMO/main.yaml, but most of its source is written directly rather than reused from PAL.

Layout

  • configs/<version>/ - splat config, symbols, relocs, and checksum per target.
  • src/main/ - decompiled C translation units for the main executable.
  • include/ - project headers and local PSYQ-compatible declarations.
  • tools/scripts/ - project-specific build and analysis helpers.
  • docs/names.md - the naming evidence: what each function and global is, and why. Source files are named after their subject, not after whichever function happens to sit first in them.

Generated directories such as asm/, linkers/, build/, assets/, and disc/ are intentionally ignored, along with local scratch/proposal work.

Toolchain

Linking and assembling use standard GNU binutils on PATH (mipsel-none-elf-as, -ld, -objcopy). Compiling matching C uses old PlayStation GCC variants plus maspsx to translate Psy-Q style assembly to GNU assembler input; the wrapper fetches public helper tooling into build/toolchain/ when needed, but this repository publishes neither compiler binaries nor SDK material.

Expects assets/<version>/main.exe locally for PAL, USA, JAP10, JAP11, and DEMO.

Quick Start

python3 -m venv .venv
.venv/bin/pip install -r requirements.txt

mkdir -p assets/PAL
cp /path/to/your/SCES_006.50 assets/PAL/main.exe

make split VERSION=PAL
make build VERSION=PAL
make check VERSION=PAL
make progress

Use VERSION=USA, JAP10, JAP11, or DEMO for another target; see make help for every target. tools/scripts/stage_discs.py --version JAP10 stages one configured local disc dump, or omit --version to stage all of them.

License

See LICENSE.md. Game code and data remain the property of their respective owners; this repository contains only clean-room reimplementation source.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Carreras / Velocidad
Estado
alpha
Plataforma de origen
—
Tecnología
Descompilación y Reconstrucción en C/C++
Versión
—
Actualización
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Plataformas de destino 1

Windows
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